CN112121410B - VR game-based cabinet-entering method - Google Patents
VR game-based cabinet-entering method Download PDFInfo
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- CN112121410B CN112121410B CN202011142843.7A CN202011142843A CN112121410B CN 112121410 B CN112121410 B CN 112121410B CN 202011142843 A CN202011142843 A CN 202011142843A CN 112121410 B CN112121410 B CN 112121410B
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- movement
- animation
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- 238000000034 method Methods 0.000 title claims abstract description 31
- 230000009471 action Effects 0.000 claims abstract description 7
- 238000011068 loading method Methods 0.000 claims description 3
- 230000008569 process Effects 0.000 claims description 3
- 230000000694 effects Effects 0.000 abstract description 8
- 230000008901 benefit Effects 0.000 abstract description 6
- 241000282414 Homo sapiens Species 0.000 abstract description 3
- 230000000007 visual effect Effects 0.000 abstract 1
- 230000007246 mechanism Effects 0.000 description 2
- 230000001360 synchronised effect Effects 0.000 description 2
- 230000009286 beneficial effect Effects 0.000 description 1
- 230000007547 defect Effects 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 238000006467 substitution reaction Methods 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
Abstract
The invention discloses a method for putting equipment into a cabinet based on VR games, which comprises the following steps: when detecting that the equipment is lifted from the original position by a player, judging whether the equipment is placed on the cabinet or not by using a collision frame; if the equipment is placed on the cabinet, playing a section of animation of equipment movement; after the equipment is placed on the cabinet, the playing of the animation is finished, whether the player performs grabbing action is judged, if yes, whether the movement of the equipment is in a set range is judged, and if yes, the equipment is moved to a target position according to the hand movement of the player. The VR game-based method for putting the equipment into the cabinet has the advantages of very smooth expression effect, visual observation of whether the equipment can move or not, simple implementation method, high expansibility and high stability, and the expression effect accords with the natural intuition of human beings.
Description
Technical Field
The invention relates to VR (virtual reality) technology, in particular to a method for putting equipment into a cabinet based on a VR game.
Background
The common machine room has a plurality of operations for pushing equipment, namely the operation for pushing the equipment to a target position on a horizontal plane when the equipment is placed on a cabinet; there are also operations to push the equipment in a vertical direction to a target position on the cabinet, mainly in two ways:
1. the device is placed on the cabinet and automatically moved to the target location. The method has the advantages that the process is smooth and incomparable, the error probability is low, and the effect can be realized by setting the target position and playing an animation; the disadvantages of this approach are also apparent, however, the lack of interaction between the person and the device, and the person perceives that something is done by himself, rather than the player doing it successfully, and the lack of realism.
2. The device is placed on the cabinet and then manually pushed to the target location. The method has the advantages that the method accords with the operation in reality, the player can have better experience, and the player does not come in and go out with the reality and feels like doing in reality. The disadvantage of this approach is of course also evident that it can only be used in straight lines, for example an object has to follow a curved path of movement or an arc, which is obviously unsuitable. Pushing the device to a designated location can also be divided into two modes of motion: a. running in the vertical direction; b. move in the horizontal direction; the cabinet entering mechanism is suitable for the two movement modes, and the movement in different directions (vertical or horizontal) can be realized only by modifying the type of the acting shaft.
However, in VR, it is intended to achieve realistic effects and have a good experience, and the pushing manner in the prior art is obviously difficult to achieve.
Disclosure of Invention
In order to overcome the defects and shortcomings of the prior art, the invention aims to provide a method for installing a cabinet based on a VR game, which has very smooth expression effect, can visually see whether the cabinet can move, has the expression effect which accords with the natural intuition of human beings, and has the advantages of simple implementation method, high expansibility and high stability.
The aim of the invention is achieved by the following technical scheme:
a VR game based method of cabinet-in comprising the steps of:
when detecting that the equipment is lifted from the original position by a player, judging whether the equipment is placed on the cabinet or not by using a collision frame; if the equipment is placed on the cabinet, playing a section of animation of equipment movement; after the equipment is placed on the cabinet, the playing of the animation is finished, whether the player performs grabbing action is judged, if yes, whether the movement of the equipment reaches a target position is judged according to the hand movement of the player, and if yes, the equipment is moved to the target position.
Preferably, in the step of judging whether the apparatus has been placed on the cabinet with one collision frame, the apparatus is set to an unclampable state when the apparatus collides with the collision frame, and the physical collision of the apparatus is canceled.
Preferably, the device is set to a grippable state while the step of ending the playing of the animation is performed.
Preferably, in the step of playing the moving animation of the device, the playing animation is implemented by using a Timeline program, and the device is changed to a desired target position and target rotation angle in a specified time.
Preferably, the capturing action specifically includes: when the player's hand hits the device and has a grip gesture.
Preferably, the determining device determines whether the movement of the device is within a set range, specifically using a Tick event.
Preferably, the step of determining whether the movement of the device is within the set range is performed at the client.
Preferably, the moving the device to the target position according to the hand movement of the player is specifically:
calculating the position of the equipment, judging whether the equipment reaches the target position or not according to the distance between the position of the equipment and the target position, and if so, not moving the equipment; if not, the device is moved to the target position.
Preferably, the location of the computing device is specifically:
adding the difference value of the hand movement of the player to the set position coordinates, and updating the current position of the equipment every frame; the hand position is re-recorded after each update of the device position.
Preferably, the position of the device is set to the target position after the device reaches the target position.
Compared with the prior art, the invention has the following advantages and beneficial effects:
1. the VR game-based cabinet-entering method has very smooth expression effect, can visually see whether the game can move, and has the expression effect which accords with the natural intuition of human beings.
2. The method for putting the equipment into the cabinet based on the VR game is simple in implementation method, does not add any complex judging mechanism for the VR system, is also trivial in the consumption of the computing power of the computer, and is simple, effective and quick in calculation.
3. The VR game-based method for putting the equipment into the cabinet is high in expansibility, is suitable for operation on multiple axes, is convenient to modify into calculation on other axes, and can be derived into motion on two axes or even three axes through one axis.
4. The VR game-based cabinet loading method is simple to operate, and is operated by grabbing and pushing equipment by hands, so that the VR game-based cabinet loading method accords with working habits and working modes of people in real life.
5. The method for putting the equipment into the cabinet based on the VR game has high stability, and the error condition is greatly reduced due to the addition of multiple judgments.
6. The method for putting the equipment into the cabinet based on the VR game can intuitively see whether the equipment can move or not without delay because the equipment is judged at the client side.
7. According to the VR game-based cabinet-entering method, the position setting is accurate, the method runs in a Tick event, each frame can be called, the position setting is of a float single-precision type, the position is accurate to seven positions after decimal points, and errors are basically ignored.
Drawings
FIG. 1 is a flow chart of a method of implementing an in-cabinet VR based game in accordance with an embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to examples, but embodiments of the present invention are not limited thereto.
Examples
As shown in fig. 1, a VR game-based method of the present invention includes the steps of:
s1, detecting whether the device is lifted from an original position by a player;
if yes, executing step S2; if not, repeating the step S1;
s2, judging whether the equipment is placed on the cabinet or not by using a collision frame;
if yes, executing step S3; if not, repeating the step S2;
s3, playing a section of animation of equipment movement, and executing the step S4;
s4, judging whether the player performs grabbing action after finishing the animation playing;
if yes, executing step S5; if not, repeating the step S4;
s5, judging whether the movement of the equipment is within a set range;
if yes, executing step S6; if not, the equipment is not moved;
s6, the device is moved to the target position according to the hand movement of the player.
In step S1, when the step of using a collision frame to determine whether the device has been placed on the cabinet is performed, the device is set to a non-grippable state when the device collides with the collision frame, and the physical collision of the device is canceled, so that the physical movement caused by the physical collision with other devices during the movement is prevented.
In step S3, in the step of executing the step of playing the moving animation of the one-stage device, the playing of the moving animation is implemented by using a Timeline program, the device is changed to a desired target position and a desired target rotation angle within a prescribed time, and the device is set to a grippable state while the step of ending the playing of the moving animation is executed. The Timeline program has one benefit: the Finished of Timeline can let you do the corresponding event after the animation has been played. Lerp is used to make the process look smoother and smoother when adjusting position and rotation. The device is not pushed until it is positioned, but is otherwise not pushed, and can be controlled by a Bool value.
In step S4, the capturing action in this embodiment specifically includes: when the player's hand hits the device and has a grip gesture. Of course, other means may be used, such as: the gripping of the player's hand means that the hand is gripped; can also be encountered, meaning that the device is caught; or do another action, meaning that it is grabbed.
In step S5, it is determined whether the movement of the device is within the set range, specifically, it is determined by using the lock event, because the current position of the device is updated every frame. This determination is made at the client because the client performs more accurately, and when the client sets the location of the device, the location is synchronized to the server so that the locations of the devices seen by other players are synchronized.
In step S6, the device is moved to the target position according to the hand movement of the player, specifically: calculating the position of the equipment, judging whether the equipment reaches the target position or not according to the distance between the position of the equipment and the target position, and if so, not moving the equipment; if not, the device is moved to the target position. The position of the computing device is specifically: adding the difference value of the hand movement to the set position coordinates, and updating the current position of the equipment every frame; the hand position of the player is re-recorded after each update of the position of the device, preventing multiple overlaps when calculating the difference. When the device reaches the target position, the position of the device is set as the target position, and inconsistency between the device and the target point position due to rounding of calculation is prevented.
The embodiments described above are preferred embodiments of the present invention, but the embodiments of the present invention are not limited to the embodiments described above, and any other changes, modifications, substitutions, combinations, and simplifications that do not depart from the spirit and principles of the present invention should be made in the equivalent manner, and are included in the scope of the present invention.
Claims (7)
1. A VR game based method of cabinet entry comprising the steps of:
when the equipment is detected to be lifted from the original position by a player, judging whether the equipment is placed on the cabinet or not by using a collision frame, setting the equipment to be in an unclampable state when the equipment collides with the collision frame, and canceling the physical collision of the equipment; if the equipment is placed on the cabinet, playing a section of animation of equipment movement; after the equipment is placed on the cabinet, finishing playing of the animation, judging whether a player performs grabbing action, if so, judging whether the movement of the equipment is in a set range, and if so, moving the equipment to a target position according to the hand movement of the player;
the playing of the animation of the movement of the device comprises the following steps:
the playing of the animation is realized by adopting a Timeline program, the equipment is changed to a desired target position and a target rotation angle within a specified time, and the equipment is set to be in a grippable state while the step of ending the playing of the animation is executed; the Lerp is used when the position and rotation are adjusted, so that the process looks smoother and smoother; controlled by a Bool value: the device may be pushed after the device has been repositioned and not otherwise.
2. The VR-game-based cabinet-equipped method of claim 1, wherein said act of capturing is specifically: when the player's hand hits the device and has a grip gesture.
3. The VR-game based cabinet loading method of claim 1, wherein said determining whether the movement of the device is within a set range is performed using a rack event determination.
4. A VR game based cabinet method as set forth in claim 3 wherein said step of determining if the movement of the device is within a set range is performed at the client.
5. The VR-game based cabinet-equipped method of claim 1, wherein said moving the device to a target position based on the player's hand movements is specifically:
calculating the position of the equipment, judging whether the equipment reaches the target position or not according to the distance between the position of the equipment and the target position, and if so, not moving the equipment; if not, the device is moved to the target position.
6. The VR-game based cabinet-in method of claim 5, wherein the location of the computing device is in particular:
adding the difference value of the hand movement of the player to the set position coordinates, and updating the current position of the equipment every frame; the player's hand position is re-recorded after each update of the device's position.
7. The VR-game based cabinet method of claim 5, wherein the location of the device is set to the target location after the device reaches the target location.
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CN113041621A (en) * | 2021-03-02 | 2021-06-29 | 深圳市瑞立视多媒体科技有限公司 | Method and device for recovering tools in virtual reality game and computer equipment |
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